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-rw-r--r--src/Generating/Prefab.h119
1 files changed, 116 insertions, 3 deletions
diff --git a/src/Generating/Prefab.h b/src/Generating/Prefab.h
index 0b254c03b..8b4e4b4ef 100644
--- a/src/Generating/Prefab.h
+++ b/src/Generating/Prefab.h
@@ -37,24 +37,106 @@ public:
int m_SizeX;
int m_SizeY;
int m_SizeZ;
+
+ /** The hitbox used for collision-checking between prefabs. Relative to the bounds. */
+ int m_HitboxMinX, m_HitboxMinY, m_HitboxMinZ;
+ int m_HitboxMaxX, m_HitboxMaxY, m_HitboxMaxZ;
+
+ /** The mapping between characters in m_Image and the blocktype / blockmeta.
+ Format: "Char: BlockType: BlockMeta \n Char: BlockType : BlockMeta \n ..." */
const char * m_CharMap;
+
+ /** The actual image to be used for the prefab. Organized YZX (Y changes the least often).
+ Each character represents a single block, the type is mapped through m_CharMap. */
const char * m_Image;
+
+ /** List of connectors.
+ Format: "Type: X, Y, Z : Direction \n Type : X, Y, Z : Direction \n ...".
+ Type is an arbitrary number, Direction is the BlockFace constant value (0 .. 5). */
const char * m_Connectors;
+
+ /** Bitmask specifying the allowed rotations.
+ N rotations CCW are allowed if bit N is set. */
int m_AllowedRotations;
+
+ /** The merge strategy to use while drawing the prefab. */
cBlockArea::eMergeStrategy m_MergeStrategy;
+
+ /** If set to true, the prefab will extend its lowermost blocks until a solid block is found,
+ thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as
+ nether fortresses not to float. */
+ bool m_ShouldExtendFloor;
+
+ /** Chance of this piece being used, if no other modifier is active. */
+ int m_DefaultWeight;
+
+ /** Chances of this piece being used, per depth of the generated piece tree.
+ The starting piece has a depth of 0, the pieces connected to it are depth 1, etc.
+ The specified depth stands for the depth of the new piece (not the existing already-placed piece),
+ so valid depths start at 1.
+ Format: "Depth : Weight | Depth : Weight | Depth : Weight ..."
+ Depths that are not specified will use the m_DefaultWeight value. */
+ const char * m_DepthWeight;
+
+ /** The weight to add to this piece's base per-depth chance if the previous piece is the same.
+ Can be positive or negative.
+ This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */
+ int m_AddWeightIfSame;
+
+ /** If true, the piece will be moved Y-wise so that its first connector is sitting on the terrain.
+ This is used e. g. for village houses. */
+ bool m_MoveToGround;
};
+
+ /** Creates a prefab from the provided definition. */
cPrefab(const sDef & a_Def);
+ /** Creates a prefab based on the given BlockArea and allowed rotations. */
+ cPrefab(const cBlockArea & a_Image, int a_AllowedRotations);
+
/** Draws the prefab into the specified chunk, according to the placement stored in the PlacedPiece. */
void Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const;
+ /** Draws the prefab into the specified chunks, according to the specified placement and rotations. */
+ void Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const;
+
/** Returns true if the prefab has any connector of the specified type. */
bool HasConnectorType(int a_ConnectorType) const;
+
+ /** Returns the weight (chance) of this prefab generating as the next piece after the specified placed piece.
+ PiecePool implementations can use this for their GetPieceWeight() implementations. */
+ int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const;
+
+ /** Sets the (unmodified) DefaultWeight property for this piece. */
+ void SetDefaultWeight(int a_DefaultWeight);
+
+ /** Returns the unmodified DefaultWeight property for the piece. */
+ int GetDefaultWeight(void) const { return m_DefaultWeight; }
+
+ /** Sets the AddWeightIfSame member, that is used to modify the weight when the previous piece is the same prefab */
+ void SetAddWeightIfSame(int a_AddWeightIfSame) { m_AddWeightIfSame = a_AddWeightIfSame; }
+
+ /** Adds the specified connector to the list of connectors this piece supports. */
+ void AddConnector(int a_RelX, int a_RelY, int a_RelZ, eBlockFace a_Direction, int a_Type);
+
+ /** Returns whether the prefab should be moved Y-wise to ground before drawing, rather than staying
+ at the coords governed by the connectors. */
+ bool ShouldMoveToGround(void) const { return m_MoveToGround; }
protected:
- /** Maps letters in the sDef::m_Image onto a number, BlockType * 16 | BlockMeta */
- typedef int CharMap[256];
+ /** Packs complete definition of a single block, for per-letter assignment. */
+ struct sBlockTypeDef
+ {
+ BLOCKTYPE m_BlockType;
+ NIBBLETYPE m_BlockMeta;
+ };
+
+ /** Maps letters in the sDef::m_Image onto a sBlockTypeDef block type definition. */
+ typedef sBlockTypeDef CharMap[256];
+
+ /** Maps generator tree depth to weight. */
+ typedef std::map<int, int> cDepthWeight;
/** The cBlockArea that contains the block definitions for the prefab.
@@ -64,7 +146,7 @@ protected:
/** The size of the prefab */
Vector3i m_Size;
- /** The hitbox of the prefab. In first version is the same as the m_BlockArea dimensions */
+ /** The hitbox used for collision-checking between prefabs. */
cCuboid m_HitBox;
/** The connectors through which the piece connects to other pieces */
@@ -75,6 +157,30 @@ protected:
/** The merge strategy to use when drawing the prefab into a block area */
cBlockArea::eMergeStrategy m_MergeStrategy;
+
+ /** If set to true, the prefab will extend its lowermost blocks until a solid block is found,
+ thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as
+ nether fortresses not to float. */
+ bool m_ShouldExtendFloor;
+
+ /** Chance of this piece being used, if no other modifier is active. */
+ int m_DefaultWeight;
+
+ /** Chances of this piece being used, per depth of the generated piece tree.
+ The starting piece has a depth of 0, the pieces connected to it are depth 1, etc.
+ The specified depth stands for the depth of the new piece (not the existing already-placed piece),
+ so valid depths start at 1.
+ Depths that are not specified will use the m_DefaultWeight value. */
+ cDepthWeight m_DepthWeight;
+
+ /** The weight to add to this piece's base per-depth chance if the previous piece is the same.
+ Can be positive or negative.
+ This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */
+ int m_AddWeightIfSame;
+
+ /** If true, the piece will be moved Y-wise so that its first connector is sitting on the terrain.
+ This is used e. g. for village houses. */
+ bool m_MoveToGround;
// cPiece overrides:
@@ -83,6 +189,10 @@ protected:
virtual cCuboid GetHitBox(void) const override;
virtual bool CanRotateCCW(int a_NumRotations) const override;
+ /** Based on the m_AllowedRotations, adds rotated cBlockAreas to the m_BlockArea array.
+ To be called only from this class's constructor! */
+ void AddRotatedBlockAreas(void);
+
/** Parses the CharMap in the definition into a CharMap binary data used for translating the definition into BlockArea. */
void ParseCharMap(CharMap & a_CharMapOut, const char * a_CharMapDef);
@@ -91,6 +201,9 @@ protected:
/** Parses the connectors definition text into m_Connectors member. */
void ParseConnectors(const char * a_ConnectorsDef);
+
+ /** Parses the per-depth weight into m_DepthWeight member. */
+ void ParseDepthWeight(const char * a_DepthWeightDef);
};